@Stratome: congratulations! You have managed to stumble upon a soft lose condition. There are a few levels where the AI starts out with towers and enough units that they all turn into bandits. You should be able to beat level 3 without running out of money in any of your towns. Start the level over and remember that if you cannot pay your units they become bandits. Also, remember to expand your territory where you can and follow the in-game hints on that level.
@Narziss: Foccacia requires a very focused strategy, but once you see the strategy it is fairly straightforward. Pretty much any level beyond 80 is going to be pretty hard.
I've figured out what is wrong with this game: as you progress there is less content, not more. I don't know when I last fiddled with my dudes' stats, but my conclusion is that at this point it doesn't matter. Every time I try out something other than "prestige at small floor change" and "autobuy for maximum stat increase", it just slows things down. Even getting the 1e100 upgrade seems to do more to slow me down than to speed things up. The first couple sessions of messing with my heroes stats to get one more floor before they died were interesting. Waiting for 20 hours without changing anything to get one more prestige level is boring.
I just took 185 turns to win a zombie mode, large, temperate island on "unfair" difficulty. Most of that time was slowly wittling down the last enemy who out sized me about 5 to 1 when the last other person died. I ended up getting them to a point where they had less than 20 gold income per turn but had zombies next to each of their towns. All-in-all, I think the AI needs to be better at fighting zombies, but otherwise really enjoy the game.
@jarmok: if you look in the help under zombies it gives some interesting information about them. Remember, castles never get overrun by zombies directly (but if they would turn into bandit camps, they turn into haunted towns instead).
@FroggieG: I don't think there is a setting for zombies on conquest. I would like one.
@RobRude: Foccacia is a logic puzzle. Just remember that if your enemy's gold goes negative all their units turn into bandits and that you can tell how much gold they are going to get on their turn. Divide up their towns so none of them can break your line and think about where they are going to strike next.
I wish this had the Kong API so it could get badges. "Beat 5 hard levels on Hard mode" (Focaccia, Valor, End Times, Borrowed Time, and Jail Break were probably the ones I thought were the hardest) could be a hard badge while "complete the tutorial levels" could be an easy badge and "complete 50 levels" could be a medium badge.
My biggest complaint is that most of the equipment doesn't do nearly enough. I might eventually have a character who can tank dozens of shots, but that isn't looking likely any time before I give up on this game of boredom.
It took 6 days, 6 hours, 41 minutes, and 7 seconds, but I have completed the impossible badge. I completed 38 of challenge 1, 1 of challenge 2, 1 of challenge 3, and 10 of challenge 4. Highest level was tier 5 phase 3. I could probably get higher if I spent about 6 hours building up cubes and multiplier on tier 4 phase 20 to make a bigger attack. Max attack is 1.4e87. Max collect is 2.8e86. I can get fully maxed platinum cubes on tier 5 and max the multiplier for everything except platinum. And I am never going to play this game again.
A few requests:
1. include some explanation of what the upgrades do. Some of them are self explanatory (e.g. move speed, amount, cool down), but I don't know what the rest do. Also, having some statistics of what our character looks like to start would help with deciding which of the upgrades to get.
2. Have separate mute buttons for sound effects and music. I want to listen to the music, but I find the various sound effects distracting.
3. have monsters drop coins occasionally. The frustrating thing is that running in a straight line from the starting position is a good strategy not just because it maximizes level ups per effort, but also because it maximizes coin generation.
4. Have some sort of attraction of things to the player. It is really frustrating to miss a power up because it was just outside where you pick things up. At least have some indication of how close you have to be to pick things up.
Just finished level 20. Total time: 50 days (did not play anywhere near every day). Total golden bricks: 3.31k. Artifacts: 0. I never got any machine past the bungee jumper, but restarted every time I got to a new level (albeit after waiting a bit to see if I could figure out how the new level worked).
For people looking for the level 10 and 11 upgrades: they cost 250 sextillion (10^21) and 100 septillion (10^24) (per the wiki). I have gotten to floor 12 or 13 and I have never gotten above quintillions of coins, so either I am doing something wrong or I am doing something right.
To get an ending, lose the game (either by running out of time or by getting 8 things on the cutting board without making a match). Lose 3 times to get the easy badge and lose about 6 times to get a hard badge.
This game should be fun. It isn't. Aside from the annoying "your character is constantly jumping/falling as he runs", there is also the fact that I get randomly eaten by piranhas when I land. I think I am falling into water by accident, but there is no graphic to represent that.